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I'm waiting for the next game to be more like Gunz 1, infinite skill ceiling basically, can play the game for years and years and get better at mechanics and doing keypresses and impressive moves, and not just having a better reaction time, or more precise aim with the mouse. Animation cancel allows another set of players to enter the stage: fighting game enjoyers, and it fits a game with melee characters as well, if a melee character doesn't have any animation cancels, it might just be boring, is it fun to just hold LMB and to an automatic melee combo animation? or just the same attack, over and over? i think its more interesting the better you are at techs, the more you are rewarded.
It would be cool for instance if you could change equipment on Punisher and equip dual shotguns but there is an animation cancel so you can quickly swap between them for higher DPS, having no animation cancel and it just being fast by default lowers the input requirements and makes it more OP because its so easy to do.
So in the end... i think they can benefit greatly from having 5 star high difficulty heroes that benefit a lot from animation cancelling, for the crowd that want to play the same hero and grow months or years on end and STILL learning new moves with it.
Can the characters compete without doing them? If they can compete just fine without, then they're probably OP in average and lower ranks with a little effort (which is why op mentions the inevitable nerfs that usually show up as a band aid fix for similar issues in other games).
If they need them to compete, then other things should be looked at first (if it isn't intended) because having to break stuff to make it work is unintuitive and seems stupid.
What a lazy thing to say. So the marvel IP carries this game by not the Avengers game? In fact marvel as a franchise was dying before this game came along. Every movie except Deadpool/Wolverine has been hot garbage for years.
Your comment is easily debunked because other marvel games have come and gone with not nearly the success Rivals has had. Will you address this? Can you?
It's an added layer of depths and difficulty to learning a character-- if you want to grow yeah, you learn them.
And if it's not intentional, it's a broken mechanic that's unintuitive that some players will learn and call "depth". It's a tale as old as time with games.
MOBAs, for example, are built around incorporating broken jank from ancient game engines that the playerbase learned and got used to. Not because there were particularly good ideas had.
It's not inherently good or bad, unless it's stupid. And canceling attack animations for more damage does border on stupid. Especially if it's something needed to play a hero optimally and it's hidden from plain sight.